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Leading with sound : proactive sound practices in video game development / Rob Bridgett.

Taylor & Francis eBooks Complete Available online

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Format:
Book
Author/Creator:
Bridgett, Rob, author.
Contributor:
Taylor & Francis eBooks.
Language:
English
Subjects (All):
Video game music--Instruction and study.
Video game music.
Sound design.
Physical Description:
1 online resource
Place of Publication:
New York : Routledge/Taylor & Francis Group, 2021.
System Details:
text file
Contents:
Part I Ports of entry p. 1
1 The big four: Understanding the four food-groups of audio (and how they inter-relate) p. 10
2 What drives the mix of your game? p. 22
3 Taking a psychological approach to sound categorisation p. 24
4 What is a game developer? p. 30
5 What is game audio? p. 38
6 What you may be missing: Vision to drive your tools and pipelines p. 46
7 Communication essentials: Managing expectations of quality (the 'L' scale) p. 51
8 Audio in concept p. 55
Part II Sound design p. 63
9 Working with sound: Building from nothing: the importance of rules p. 69
10 Higher level is better p. 72
11 What is causing these sounds and where are they located?: Diegetic, non-diegetic and trans-diegetic sound p. 77
12 Ambiguity and clarity p. 84
13 Sound design: Designing for three audiences (player, spectator, creator) p. 93
14 Sound playback dynamics: Thinking horizontally, vertically and diagonally about asset design p. 98
15 Designing a moment: Temporality in interactive sound design p. 104
16 Leading with sound: Spectacle and immersion p. 109
17 Music as creative crutches: Reaching for music too soon and too late p. 117
18 Defining the sound: Towards an iconic music design p. 122
19 The shape of emotion: We can't feel emotion all the time p. 125
20 Diegetic, non-diegetic and trans-diegetic musical spaces p. 129
21 Non-diegetic space in recorded music p. 134
22 Leading with music: Music as spectacle throughout production and post-release p. 140
Part IV Voice p. 143
23 Early dialogue development p. 145
24 The sound of voice p. 147
25 Casting philosophies (auditions, recording, iteration) p. 151
26 Let's do it again: Understanding and anticipating iterative cycles in dialogue development p. 154
27 Rethinking dialogue production p. 155
28 Leading with voice: Leveraging the spectacle of performance p. 159
Part V The mix p. 161
29 Mix essentials p. 165
30 Philosophy of the mix: Narrative dynamics (pushing, pulling, shaping) p. 171
31 Some defining terminology and features of non-linear mixing p. 176
32 Mix consistency p. 183
33 Building the mix p. 186
34 Planning and surviving the major milestone and final mixes p. 192
35 Leading with the mix p. 196
Part VI Fade out p. 201
36 Studio culture p. 203
37 Game audio studio spaces: Architectural problems in video game sound p. 206
38 Games are for everyone: Accessibility, options and customisation in audio for gamers p. 209
39 From invisible to visible: Finding our place, between vision and service p. 212.
Notes:
Includes bibliographical references and index.
Electronic reproduction. London Available via World Wide Web.
Description based on print version record and CIP data provided by publisher.
Other Format:
Print version: Bridgett, Rob. Leading with sound
ISBN:
9781003082521
1003082521
Publisher Number:
99988388142
Access Restriction:
Restricted for use by site license.

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